So, let me outline the system/idea first:
(For example.)
Hatchery A is connected to Hatchery B via cargo system.
Hatchery A has a fluctuating supply and demand of certain goods.
Hatchery B also has a fluctuating supply and demand of certain goods.
Hatchery A has goods that Hatchery B needs, and vica versa.
i.e. Hatchery A has a really good meat packing industry around it whilst Hatchery B has a high demand for it.
Question: Is it even possible to have a system like this where two or more separate "cities" operate on the same map yet are dependent on each other?
Furthermore, is it feasible to customize which goods go to which cities etc. (Thinking on a larger scale, 5 or 6 cities all connected, all with separate needs and differing supplies.)
Not sure if I articulated that well enough, but what I mostly want to know is if this is even remotely possible. If so, I will probably spend a lot more time finding everything I can about triggers/whatever-the-hell-else-I-need-to-make-this-work so I can make this happen. Any help in the right direction would be much appreciated! Thanks in advance!
I'd say it's very possible. But you would have to custom make pretty much everything from scratch.
I'd start out by making a new unit, the hatchery or what you want it to look like. Customize the command panel with new buttons (like the limited weapons / ammo used by Raynor on the secret mission), that show the currently available goods. Set up two or three cities and start making the triggers that will control everything. Set up (random?) initial supply and cost for everything at each city. Make some trigger that checks for the highest price of each good, send units between the cities carrying the goods (transport units with custom made cargo units maybe).. etc. etc. etc.
There are so many things to do, you'll just have to start somewhere and work out each thing at a time as it comes up.
I'd use Arrays and/or Records to store the different values. Easier to see what's what. Something like this:
Property(Record)VariablesDemand=0<Integer>Supply=0<Integer>Sellsat=0<Integer>Buysat=0<Integer>Goods(Record)VariablesCoal<Property>Cloth<Property>Food<Property>Paris<Goods>Amsterdam<Goods>orCity<Goods[6]>
Variable - Set Paris.Food.Sells at = 1000
So awesome, thanks for the info guys! I'm pretty serious about this so I'm going to be working a lot on this over the next week and you're right, it's going to be A LOT of work haha.
@SouLCarveRR That's a good idea, I was pretty much wanting a whole trade system between all the "cities" (which would be there from scratch, the player would have to create the actual routes between all the cities) so I'm glad this would at least be feasible.
Rawr.
So, let me outline the system/idea first: (For example.)
Hatchery A is connected to Hatchery B via cargo system.
Hatchery A has a fluctuating supply and demand of certain goods. Hatchery B also has a fluctuating supply and demand of certain goods.
Hatchery A has goods that Hatchery B needs, and vica versa. i.e. Hatchery A has a really good meat packing industry around it whilst Hatchery B has a high demand for it.
Question: Is it even possible to have a system like this where two or more separate "cities" operate on the same map yet are dependent on each other? Furthermore, is it feasible to customize which goods go to which cities etc. (Thinking on a larger scale, 5 or 6 cities all connected, all with separate needs and differing supplies.)
Not sure if I articulated that well enough, but what I mostly want to know is if this is even remotely possible. If so, I will probably spend a lot more time finding everything I can about triggers/whatever-the-hell-else-I-need-to-make-this-work so I can make this happen. Any help in the right direction would be much appreciated! Thanks in advance!
I'd say it's very possible. But you would have to custom make pretty much everything from scratch.
I'd start out by making a new unit, the hatchery or what you want it to look like. Customize the command panel with new buttons (like the limited weapons / ammo used by Raynor on the secret mission), that show the currently available goods. Set up two or three cities and start making the triggers that will control everything. Set up (random?) initial supply and cost for everything at each city. Make some trigger that checks for the highest price of each good, send units between the cities carrying the goods (transport units with custom made cargo units maybe).. etc. etc. etc.
There are so many things to do, you'll just have to start somewhere and work out each thing at a time as it comes up.
@fumoffu_fmp: Go
You could Easily use the Custom values on units to track these sorts of things.
Custom values on units are an array of values that are reals. They can not be negative. But yeah so say
so bascially city 1 has a supply of 7000 food per day to sell
depending on how serious you are you could work out an entire trade system between your "citys"
I'd use Arrays and/or Records to store the different values. Easier to see what's what. Something like this:
So awesome, thanks for the info guys! I'm pretty serious about this so I'm going to be working a lot on this over the next week and you're right, it's going to be A LOT of work haha.
@SouLCarveRR That's a good idea, I was pretty much wanting a whole trade system between all the "cities" (which would be there from scratch, the player would have to create the actual routes between all the cities) so I'm glad this would at least be feasible.
Time to get started on this. :)
This is rather trivially implemented, the difficulty is going to be creating a UI that displays the information in a user-friendly way.